[Again, i know]
I'm building a flight simulator (web site) (http://www.flighzone.us) and i'm still having trouble with shadow volumes.
If i setup the near clip plane at 0.1 shadows are correctly displayed but far terrain is messed up (z-buffer fighting, see figure here (http://www.flightzone.us/01.jpg) ).
If i setup the near clip plane at 1.0 terrain is ok but shadows are not displayed ( see figure here (http://www.flightzone.us/10.jpg) ).

From what i understood, setting up infinite shadow volumes can solve this. Right ?
Or is it something relative only to depth buffer precision ?
I tried also to render first the terrain (with near plane at 1.0), then cleaning the depth_buffer and rendering near objects (with near plane at 0.1). Failure again.

Any idea ? Enabling GL_DEPTH_CLAMP_NV solves the problem, but only on nvidia hardware of course.

If infinite shadow volumes is the way to go, i have several questions about it.
First of all, i'd like to know if the pseudo code could look like this:

It's not clear what your problem is from the picture. Infinite shadow volumes reduce the need to manage volume caps at the far plane by projecting the ends of a volume to infinity with w=0, so I doubt they're your problem but it depends on the details of what you're seeing.